dugman
dugman
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Hmm, off the top of my head just looking at the killer list a bit
- Trapper: I'd revamp the Padded Jaws to be "Traps immobilize but do not cause injury. You can acquire a trap from any locker, if you do the oldest trap on the map is consumed by the Entity." Basically to replace the mostly useless bloodpoint bonus with something unusual.
- Wraith: Revamp "The Beast - Soot" to read "The Terror radius of The Wraith is no longer suppressed while Cloaked. You remain translucent while Uncloaked". As above, it replaces the bloodpoint bonus with a unique effect, in this case the Wraith has a terror radius while cloaked but is never fully visible even while uncloaked (he would still have the red stain while Uncloaked but his physical body would be the translucent version he has when Cloaked.)
- Hillbilly and Leatherface - Revamp Speed Limiters to read "Hits with your chainsaw do not automatically trigger the Dying state. You have no cooldown or tantrum from hitting objects". (Normally if you hit an object you suffer cooldown or tantrum. With this you can hit an object and, while the chainsaw turns off, it doesn't stun you.)
- Nurse - A Red add-on that reads "Your base movement speed is 115%. You can not Blink to end within 5 meters of a survivor". So you can Blink almost normally, and chase as fast as a normal killer, but you can't actually Blink right next to a survivor to land an immediate hit, you have to Blink close to them and chase them."
- Hag - A Red add-on that says "You can not teleport to your traps. Your traps are independent creatures that can chase and attack survivors following a 1 second delay after triggering and which last for 10 seconds." Basically this would be an add-on that can take advantage of the new bot code the devs are working on implementing this year, turning all the Hag traps into bots that briefly chase survivors around.
- Doctor - Revamp the add-on that changes the shape of his Shock into a Ring to instead be that it Shocks both the normal Shock cone AND a ring around the Doctor. That way it's actually objectively an add-on that improves the ability.
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In terms of healing I'll be interested to see if a number of survivors start doing the Cleanse combo of Overzealous and Inner Strength since Overzealous got a bit of a buff this patch and Self Care got a nerf.
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If I were to make one change for Freddy it would be to make his Pallets and Snares work like the Clowns bottles where he automatically has both types available in every game and can swap between them by tapping the activate ability button. Then revamp the add-ons which give him fake pallets to instead give a nice boost what happens when fake pallets are dropped or let him carry extra pallets, etc. That would be a nice little buff to his flexibility where he can place fake pallets between chases and snares during a chase.
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@EvilSerje said:
- Identify 360'ers
- Get close and fast hit (no lunges)
- Don't turn, step back so he won't disappear completely from sight.
Problem is that killers have huge blindspot right in front of them for some reason.
You can hit a 360 with a lunge but you have to be fast enough to track them as they spin around (which I am not always able to do personally because I’m old and feeble.) But yeah, quick attacks are more reliable.
And yes, I think patience is key. As soon as they start juking or spinning around stop automatically walking forward and keep turning to face them, and only swing when you can see you have a clear shot. The times I whiff a juking survivor are the ones I don’t follow that advice.
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To be fair, Dying Light should probably be tweaked so it either doesn’t give the Obsession a big action speed boost or it should at least have a good effect out of the gate to make up for that.
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Personally I’m getting a big windfall from this update. I already was Prestiging all my characters to level 1 or 2 even before they announced the change so when the patch hits all my characters will instantly get all their missing perks at level 1 or 2. 🙂
I’m weird though in that I was actually Prestiging before this.
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I use Moris because I like the animations (and because you can’t be stunned out of them), aside from the fact that I have this annoying habit of not noticing the Mori icon when I’m standing over someone so I hook them out and forget to use it. 🤦♂️
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My issue with BBQ is simply I don’t think the perks should be “balanced” by bloodpoints since bloodpoints don’t impact the match itself. Perks and add-ons should have effects which actually somehow change how the match plays out, not be tied to some currency you spend between matches.
I’d rather the devs keep the bloodpoint bonuses to the offerings only. Then if it seems like people still aren’t earning points quickly enough they can simply increase the amount you earn per match at the base level.
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I think the math for killers is a bit off because once you have everything unlocked, then to get the new killer’s perks to level 3 on everyone else you can either
- Do 50 levels of the new killer to add it at level 1 and then do 6 webs on every other killer to get them to level 2 (i.e. 50 + 6*N if you have N other killers)
- Do 100 levels of the new killer to get level 2 versions on everybody then 3 webs on them all (100 + 3N)
- Do a flat 150 levels of the new killer.
So basically if N is bigger than about 10-15 you’re doing fewer total webs if you simply level the new character up all the way to Prestige 3 since that’s a constant cost that doesn’t change with regard to N. (And notice that in the course of doing those you automatically already get all the generic perks at level 3 too plus you already have all your old characters’ perks unlocked at the start.)
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I'm down for a couple of Stephen King related things as possible DLC chapters. 🙂
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Keep in mind survivors see in third person perspective so it's possible for them to see over an object without you seeing them yourself.
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It's not affected by Blind but Pinhead does have a red add-on that makes survivors unable to see the box aura if they're further than 24 meters from it while Chain Hunt isn't active.
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@sizzlingmario4 said:
It's not an issue.
It’s not a balance issue, but it is kind of a silly gameplay experience. Thematically it feels like the survivors should be steered toward opening the door and getting out, not almost-but-not-quite opening it and hanging around forever to see if they can squeeze out more points or whatever. Plus the Exit Gate phase is kind of anticlimactic when it stalls because the doors aren’t open. There would probably be more tension if the survivors were encouraged to open the gates rather than not.
I kind of think the matches might feel a little better in the end game if they added, say, 45 seconds to the end game collapse timer but the collapse started when the gens are completed, not when the doors are opened. That way the survivors still have plenty of time to open the doors and try for last minute rescues but it doesn’t get into a stalemate where neither the survivors nor the killer are opening the doors to start that timer. There’s some details to work out with whether to change hatch or not in that system but otherwise I think it would work pretty well.
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Outfits I would consider going out of my way to use include
- Puttin on the Ritz Tuxedo and Top Hat for Nemesis ala Young Frankenstein
- Prince of Thieves skin for Ash (technically it’s a Bruce Campbell skin but who’s counting?)
Evil Ventriloquist and her Dummy skin for The Twins (something akin to below)
- Super Freddy
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@Dito175 said:
https://forum.deadbydaylight.com/en/discussion/comment/3048984#Comment_3048984
True, I believe an offering that would lessen the chances of getting to a certain realm could also work
They already have the offering that forces a random map which is pretty similar. The issue is you really shouldn’t have to use an offering to do that honestly.
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@Dito175 said:
I would hate that, I don't want to be forced to play back to back on Autohaven/ Mcmillam/ Coldwind because for some reason the game thinks these are the only maps that exist
What I’d love to see is remove all map offerings, but also tweak the random map selection algorithm so that it never picks a map that any of the five players in the match most recently were on. That way you never get the same map twice in a row and you also don’t have all the negative issues associated with map offerings.
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I don’t normally buy skins but if they ever did a Puttin’ On The Ritz tuxedo and top hat for Nemesis I would buy it. 🙂
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Insidious isn’t the reason Bubba face camping is a problem.
I agree though that as it stands Insidious could use a revamp. It feels like it’s way too hard to get any value of the perk outside of that oddball Bubba face camp scenario. Basically most of the time if you’re standing still as a killer you’re doing something wrong so the payoff for standing still to activate a perk has to be really significant.
Maybe it could be as simple as reducing the timer on Insidious maybe from 2 seconds to 0.5 second? Or keep the timer at 2 seconds but add a short range aura reading ala Scratch Mirror Meyers? Just something to make it feel more effective.
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@Lyonic said:
https://forum.deadbydaylight.com/en/discussion/comment/3048586#Comment_3048586
Can you please stop it? You are clearly trolling. Baseline changes, what do think is going to effect kills more? 10% faster pallet kills or BT + Haste Basekit?
The 10 extra seconds per gen is a significant boost.
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Sadako is due for a full balance pass. It probably would have happened this midchapter but the big reworks delayed it. Either way I’m pretty she’ll be the next character with a full pass on her base kit and add-ons.
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@tippy2k2 said:
I would quit playing the game if they replaced either side with bots in normal matches. I play multiplayer to play multiplayer. If I wanted to play against a machine, I've got plenty of singleplayer games I could play instead.
Right now the only plans for bots are you’ll be able to set up custom matches against them. Hypothetically if those go well then I wouldn’t be surprised if they consider having bots replace disconnected players like DbD Mobile does. Either way I don’t think they’ll ever intentionally have bots in the main game lobbies.
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No, the ads time is fine as is. However, I think his turning rate while aiming shouldn’t be slowed, right now while he’s aiming it feels like he’s walking through mud. He’s the only ranged killer in the game who can’t turn at normal speed while aiming for some reason.
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Plague - Bubonic Babe
Dredge - Hand Turkey
Legion - Stabby McStabberson, or The Purge
Nurse - Wheezy
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Looking forward as a killer main to the 10 extra seconds base kit per gen. I can’t count how many times I’ve walked toward a generator and it finishes before I get there. With up to 10 extra seconds a lot of those become me chasing someone off before it finishes. The stun reductions are nice too, not as impactful but still noticeable from what I saw on streams. Also there look to be some new combos that might be fun to try.
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Honestly the second scenario is how survivors should be playing if they’re aiming to escape. Finishing the gens is the top priority to it makes sense to treat it that way.
As far as beating survivors who are prioritizing gens, the main thing is probably having a good macro game. Knowing when to keep chasing someone versus breaking off to go after someone else on a gen is really important. Especially the hit and run style killers, you need to play more of the long game, try and slow them down by injuring and slugging while you remove the pallets and prioritize hooking a single survivor out rather than always hooking after every down. If you can get into a cycle where you are always chasing one survivor, have another slugged or hooked, and one of the others are injured or slugged, then they’re going to have at most one survivor at a time on gens. That’s what makes slugging for pressure so valuable, it trades off a hook you might not need right that moment for 10 extra seconds saved by not carrying the person, and you can spend that time getting right back into a new chase.
So
- If a survivor manages to drop a pallet, if you don’t think you can down them quickly just break the pallet and switch targets to someone on a gen or who is out of position.
- If you see a survivor from a long distance, but they’re obviously not near any gens and it will take you a really long time to catch them, consider ignoring them and going for someone being more directly productive on gens if you think you have a decent shot of seeing someone else that way. Better to spend 5 more seconds searching to chase someone off a gen than 20 extra seconds chasing someone that wasn’t even doing anything.
- Don’t automatically hook everybody. If there’s a hook obviously right next to you, sure. Or if you’re using Pain Resonance or Pop then hooking more often can be ok too. But if you’re not using hook perks then you don’t need to hook literally every down to win, you can save time by slugging some people and hooking one or two specific people out first. Once you’re in a 3v1 after an elimination then you’ll have more spare time to actually hook after all the downs.
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@Metronix said:
https://forum.deadbydaylight.com/en/discussion/comment/3046669#Comment_3046669
People didn't understand what I meant. I thought of it as, when the waiting queue gets too long a bot will just spawn into the lobby. Not when a disconnect happens. So it would probably get treated similiar to a disconnect of a player. Which would lead to disconnects. "Oh no, we have a bot in our game, that s#cks. Well, here comes the penalty for a DC." It would basically mess with the mmr of a killer. Would the kill of a bot count? Are the bots a real match against a killer? The balancing would be difficult. Of course it can be done. But it will be likely to be done poorly, because a human comes with errors.
Also something messing less with something else is not better in it's core and wont bring solutions.
Got it. Yeah, I agree that I wouldn’t want lobbies to fill with bots.
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@MrCalac123 said:
I always play with Corrupt and Deadlock.
The remaining 2 perks depends on the Killer, but also almost always BBQ for the BP, but not anymore I guess. Thanks BHVR.
I've never run a build that's 4 blocker perks, I'll have to try that some time. Deadlock, Dead Man's Switch, Grim Embrace and Merciless Storm would be pretty funny! 😄
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The PTB isn't a disaster. Most of the changes appear to be good in fact. There's a lot of people griping about specific changes they personally don't like but with a rework this size there's bound to be some parts that various people don't like. Personally though I'm looking forward to playing the midchapter regardless, as a killer main I appreciate the 10 seconds extra on the gens and short stun durations and I'm interested to try a bunch of new loadouts. Not to mention the Prestige rework will benefit some of my characters' inventories from day 1. 🙂
Do I agree with literally 100% of the things in the midchapter? No, of course not, who would? When you change 40 perks and multiple parts of the base game there's bound to be a few things I'd have preferred they did differently. But it's still a good looking patch so far and definitely not, in my opinion, anything resembling a "disaster".
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@Slowpeach said:
None but I don’t play to win. If I’m playing Trapper or something else that doesn’t down immediately I might run new corrupt.
I think Brutal Strength + Surveillance may count as slowdown next patch considering that you get a 2.5% progress loss on kick meaning if survivors immediately touch a gen after you kick it, it’ll likely regress quite a lot. Especially with overcharge but that one is mentioned.
Not that the 2.5% regression per kick isn't appreciated by me as a killer main, but honestly that combo wouldn't count as "gen regression" since it's doing at most, what, 2.25 seconds per kick? On its own that's barely going to register, you'd have to kick a gen 6-7 times to get the same amount of regression you'd get from one Pain Resonance hook for instance. And while the idea of "Oooh, a survivor will stop this and I can kick it again" is appealing, you're simply not likely to get multiple kicks in a row at a single generator. After the first kick, maybe the second, the survivor will easily see what's happening and just stop stabilizing it while you're nearby.
Now that's not to say I'm not a fan of the "break every gen" loadout, that's tons of fun! Pop + Eruption + Dragon's Grip + Overcharge is looking to be a loadout I'd love to use! And yeah, the 2.25 extra seconds per kick adds to that a little. But really it's those perks that are doing the lifting, the base kit 2.25 is just there for moral support.
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@versacefeng said:
https://forum.deadbydaylight.com/en/discussion/comment/3046206#Comment_3046206
Sadako is still good at catching survivors off guard. Lullaby or not.
But she could be even better without the lullaby. So if she hypothetically could use a buff then getting rid of the Lullaby wouldn't be a bad one.
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@KolbyKolbyKolby said:
Yeah, good idea to get a penalty when you get bled out or bodyblocked in a corner. You're really running the engine at full capacity wth that idea.
If the person was afk for more than 5 minutes straight during the match then count it as a DC. Someone who was active but bled out wouldn’t be impacted by that since the bleed out is at most 4 minutes. And someone who is being abused by a bodyblocker for five minutes can I think report the bodyblocking player for harassment.
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What base kit thing for killers got nerfed that you’re talking about?
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Whenever these topics come up, keep in mind that with almost 30 killers on average you’ll only see a given killer once every 30 games. (Some are more popular and some less but 1/28 is the current average.) So even killers that are a little above average popularity are only going to show up maybe 1/20 games, for instance.
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I totally hear you, knowing which direction to run tiles is one of my main weaknesses, I always get confused at the ruins which way to go. And yeah, there are video guides but honestly they’re not all that helpful to me since it’s like trying to memorize route patterns for tile setups that it can be hard to even tell which layout it is in practice as you play let alone remember to go clockwise in one setup versus counterclockwise in another.
That said there are some general things that help
- If you can picture in your head the route the survivor might go to make a fast vault, assume they’re doing that and try and steer them the other way. For instance, if a wall is L shaped with a window, chase them so they run parallel to the window’s wall when they approach it versus approaching it perpendicularly. That way they either get a medium vault or have to kind of swerve outward away from the wall to get the angle for the fast vault.
- You can often mindgame survivors by poking your redstain around a corner for a split second then walking backwards towards a vault they are running towards. A lot of times the survivors are looking back to see if your stain appears and when it does they look forward to run toward the window to make sure they get the vault. So they’ll vault right into you and you get the hit. This works great at shack and L shaped tiles for instance if you are going in the direction where the survivor is planning to make the vault right away.
- The easiest thing is mindgaming at unsafe pallets. You probably already know this but if a pallet is unsafe you can stand one one side of the loop facing so you can easily go to either side of the pallet. Then just jiggle a bit back and forth and the survivor will eventually vault, and when they do you just walk up and hit them since they have to do a relatively slower vault back over.
- The toughest loops for me are the strong buildings and when multiple ruins are chained together. Those are the ones you either just need to watch a guide and memorize the path or learn it by experience. Either way the best approach is probably to try and avoid chasing in those areas as much as possible anyway, you’re often better off not following a survivor into a really strong area and instead swapping to someone doing a gen and trying to get them when they’re more out of position. The best way to win chases is good positioning in the macro game so you don’t have to chase at tough spots as often in the first place.
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@Annso_x said:
In custom games 100% yes i'm so excited for that, in live games only if they're here to replace someone who DCed, but not as a replacement for actual players when the queues are long or whatever.
I agree there that bots to replace disconnected players is good, I doubt there are any plans to have full games created from the start with bot players though outside of custom matches.
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@Metronix said:
A lot of people already said it, I'm delighted, that bots are coming for costum game mode. For testing and training it's a good thing and I for one will also play in that mode, so I can relax a bit. ^^ No grudges, toxicity, etc. Sounds nice to me. A bot in an actual match? Oh god no. The disconnects, "It was unfair, the killer did not respect our disadventage", bugs and so on. Would also mess with the MMR of both sides.
But, yeah overall I'm excited when the bots come out, at the end of the year.
How would bots replacing disconnected players be any worse than having no player at all any of those respects? Why would survivors complain more about killers playing “unfairly” when a bot replaces a disconnected player versus when the player isn’t replaced? Also why would this “mess with MMR” more than the current system where the player isn’t replaced?
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@Ruma said:
Custom matches yes but if we ever get them in public matches, i would finally stop playing.
Why would you stop playing if disconnected players are replaced by bots? I would think you’d rather have a somewhat ok bot playing than nobody at all.
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@Kaitsja said:
You do understand that proxying is only a smart move when you have a survivor hooked between a cluster of gens, allowing you to patrol that area and essentially lock it down.
Hanging back and waiting to spot someone going for the unhook isn't exactly a wise choice. Proxy camping is a valid tactic, but used incorrectly it will cost you the game.
You have one person on hook, and three healthy survivors who haven't been hooked yet. You're not pressuring them; the timer is. Pressure does not passively apply to the survivors if you're not doing anything.
I think the original poster is saying they don't understand why survivors think Proxy Camping is somehow unfair or toxic, for example. (And I agree, there's absolutely nothing ethically wrong with so-called Proxy Camping, it's just another name for zone defense.)
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Having a rescuer be Oblivious until they are hooked sounds interesting. Kind of like a reverse Plaything.
A possible rework of Furtive Chase that I like is that for every unhook it gains a token and each token grants you a small permanent movement speed increase, say +0.5 - 1.0% per token. So the more you hook and unhook the faster the killer gets. I think ultimately if the perk on average gives you about 5-10% total boost once its ramped up that’s probably good enough to use, it would be equivalent to a permanent stack or two of Play With Your Food but only for the endgame and only if you are hooking survivors.
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Just FYI DbD Steam Chart numbers are up 50% in June, it’s the largest percentage increase they’ve ever had in a month. A lot of it was prior to the even as well, I suspect Dredge is one of their more popular killer releases in a while. So between that, probably some sales, the anniversary and the buzz about the PTB there may be a lot of people trying the game out. And since killer is a solo only mode, the ratio of people who are solo who play killer is probably relatively higher than the number who play solo survivor, so a burst of new solo players this month could be increasing the relative number of killers in queue.
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@hailxsatanxeveryxday said:
https://forum.deadbydaylight.com/en/discussion/comment/3044081#Comment_3044081
Damn. I was not aware of this, either. I thought it might be good on Legion, but it's not even usable if survivors get notified.
Keep in mind the perk gets you value if it puts survivors in a situation where they have a no-win choice of vaulting a pallet and getting hit anyway or leaving a pallet and getting hit because they're in an open area. Actually breaking the pallet itself is just a cherry on top when it happens, the real benefit is the survivor being unable to take advantage of a nearby pre-dropped pallet.
Ironically since it's tied to terror radius, and Dredge is Undetectable a good chunk of the game, he gets less use out of his own perk than some other killers do. Personally my guess is the best killers for Dissolution are the ones who survivors like to pre-drop pallets and who they like to heal to full against. For instance, Clown with Save the Best For Last and Dissolution seems like a decent combo, they hit a healthy survivor, the survivor tries to run but doesn't get much distance, and a pallet early in this situation can lead to the Clown just getting a really easy hit unless it's a particularly safe one and wasn't dropped already.
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I'm a killer and, while I do think the current version of Dead Hard was too powerful, I've never complained about it "being a button press to avoid damage". There are a ton of games where you push a button to block or dodge an attack, it's not an unusual thing, so I'm not really sure why some people in DbD seem to have this peeve about how "dodging attacks by pushing a button is bad game design".
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3043535#Comment_3043535
Yea, a couple years ago, we're in 2022 with complete different perks + killers.
I know, and apparently the escape rate buff increased a bit to about 15% is what I think they said.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3043507#Comment_3043507
The devs said, and conveniently forgot to show graph stats for it? Kinda weird on how we always get graphs for every stats, we even had for most used perks, but we didnt get one showing that survivors had above 50% escape rate. Which I believe they do maybe, but die to solo q? No. Solo Q is already under 50%.
They actually did show the graph below of escape rates by party size a couple of years ago. Basically there's historically a net 10% survival rate difference between survivors in solo queue and ones in 4-person swfs.
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I almost always just grab them out of the locker. Sometimes they’re bluffing in which case, great! And if not no big deal, it means they used up that perk for nothing.
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There's not really any correlation between killers being good and their add-ons being good. Meyers is generally considered a pretty weak killer but he also has some of the best add-ons in the game in my opinion. Clown isn't widely considered a great killer but his Red Pinky add-on is really solid.
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No, I wish they would cap the clicks at 1 or 2 per second but for some reason they haven't bothered. Kind of annoying though.
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10 seconds is a significant increase, it definitely doesn't "barely slow anything down". Just consider how many times as a killer you are walking toward a gen and it finishes before you get there. All of those could be stopped if you had 10 extra seconds on the clock. Not to mention the 10 second increase also indirectly buffed every perk that slows gens by X% (since it's X% of 90 instead of 80).
As far as Corrupt, I actually prefer playing without it because when Corrupt is in play it sometimes entices the survivors to just hide and wait it out which is pretty dull. I'd rather have them just go and try and start gens because it makes it that much quicker for me to find them and get into the meat of the game. Not that Corrupt isn't effective, just as a playstyle thing I prefer not to use it.
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The ironic thing is bodyblocking actually can hurt the survivors because the bodyblockers aren’t working on generators. You’re tying up two survivors in a single chase versus just one. I’ve watched some of these PTB matches where the survivors are all gung-ho for bodyblocking over and over and they throw the match in the process because not enough of them stayed on the gens. Especially where the gens now take 90 seconds and a bunch of killer regression perks got buffed if 2 or 3 survivors are goofing around instead of pushing gens and it takes depending on the build up to 2 1/2 minutes to complete a gen solo it doesn’t matter how many times a survivor blocks a hit, they’re going to lose it they’re not being time efficient.
My guess is the smartest survivors are the ones who will see the Endurance boosts as benefits against getting quickly downed two or three times in a row but don’t actively waste those blocks on meme plays following a killer around for pointless block attempts. The survivors who just chase the killer around and throw away their Endurance when they don’t need to will get trounced by the killers who play good macro games. I’m not scared of rampant bodyblockers, the survivors I think will be tough to go against will be the ones who know not to bodyblock unless it’s actually a really useful play.
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@hailxsatanxeveryxday said:
https://forum.deadbydaylight.com/en/discussion/332530/forced-penance-will-finally-be-a-good-perk
It's already a good perk. I just won a game because of it. Survivors don't ever seem to expect it, and it hard counters a lot of bully squad strategies. I got like three extra hooks out of it, plus some survivors were too scared to bodyblock once they realized I was running it.
Yeah I’ve always like Forced Penance, I think it’s a little underrated. Really the one downside to it is it entices survivors to play smarter and stop goofing around trying to bodyblock you for no reason or to heal when they don’t actually need to heal. It ironically can make the survivors push the gens harder because, after all, if they can’t heal and they’re worried about following you around then what else is there for them to do other than work on a genetator?





